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Enable Edge Trimming – Toggles the Edge Trimming function, which "trims the edges" of the Scater geometry, removing any instances that scatter outside of the Target Objects or the Include/Exclude Objects.

The typical use cases of Edge Trimming include:

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  • Grass lawns - in case of using large grass clumps, no individual grass blades will be growing outside of the defined area.
  • Carpets - in case of using large clumps of strands, no individual strands will be placed outside of the carpet area.
  • Pebbles, rocks, bark chippings, or any other objects which you need to distribute within some specific boundary and make sure no instances stick outside of that boundary (determined based on the mesh element pivot precision).

In addition to making the scattering look more refined and natural, the edge trimming feature boosts performance by removing some of the instances you save from RAM and making parsing time shorter.

See the example for more.

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Edge Trimming V-Ray Proxy Files

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V-Ray Proxy files are often created in other software, not Maya. This may result in their axes having a different orientation than the native Maya one. Having axes with a different orientation obstructs Chaos Scatter from trimming the instances properly. This is the case for all Chaos Cosmos assets and proxies created in V-Ray for 3ds Max. You need to adjust their axes if you want to scatter such proxy files and use Edge Trimming. To do so:

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  • Go to the proxy object's attributes, and in the Basic Parameters rollout, enable the Flip Axis option.
  • In the Scatter Object's attributes, go to the Transformations rollout > Rotation and disable the Preserve Model Rotation option.



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Enable the Proxy's Basic Parameters > Flip Axis

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Disable the Scatter object's Translations > Rotation > Preserve Model Rotation option

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Example: Enable Edge Trimming

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Moves the instances From the given distance To the given distance on the corresponding axis (in scene units). A Map 1 can be attached. RGB maps can be used to control translations in specific axes (Red = X; Green = Y; Blue = Z). Grayscale maps control all axes proportionally.

Map Mode – Determines how the map is interpreted to control the translation.

Map Fixed – Black areas of the map represent the From values. White areas of the map represent the To values. No randomization occurs.
Random Amount – Black areas of the map do not have any randomization applied. In the white areas of the map full randomization occurs. The From and To values represent the lowest and highest translations allowed for the randomization.

Map Axes – Determines along which axes the Map is applied.

Step – Determines a fixed distance by which all instances translate. If the values is left at zero, instances are translated continuously. Values greater than the difference between To and From result in all instances translating to the value of To.

Step Axes – Determines along which axes the Step is applied.

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Rotation

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Rotates the instances From the given degrees up To the given degrees continuously. A Map 1 can be applied. RGB maps can be used to control the rotation of each axes individually ( Red = X; Green = Y; Blue = Z). Grayscale maps control the rotation of all axes proportionally.

Map Mode – Determined how the map is interpreted to control the rotation.

Map Fixed – Black areas of the map represent the From values. White areas of the map represent the To values. All values in between are on the grayscale spectrum. No randomization occurs.
Random Amount – Black areas of the map have no randomization applied. In white areas of the map full randomization occurs. The From and To values specify the lowest and highest rotation allowed for the randomization.

Map Axes – Determines along which axes the Map is applied.

Step – Determines a fixed degree by which all instances rotate for the enabled axes. If the value is set to 0, instances are rotated continuously. Values greater than the difference between To and From result in all instances rotating to the value of To.

Step Axes – Determines along which axes the Step is applied.

Normal Alignment – When a value different than 0 is entered, the instances are aligned according to the world Y axis. A value of 0 means the objects are following the target surfaces curve and 1 means they are fully upright along Y. This is useful when the Targets object is curved and the Models objects need to remain vertical, not follow the curve of the surface, e.g. trees on a mountain.

Preserve Model Rotation – When enabled, instances preserve the original rotation of the Instanced model object. Otherwise, the original rotation is ignored. This is useful when scattering proxy files; for more information, see the Edge Trimming Proxy Files section.

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